LTD mining is overpowered and it kills all other activities

Doing mission is also a good way to gain rep with local factions.

Getting allied with all local factions in a region takes a bit of time investment, but then makes mission running more lucrative as you get high paying missions within that region wherever you go.

It also virtually eliminates getting interdicted.

This is one of the compelling reasons I wanted a FC, so that I could move my fleet from system to system without using the old transfer system. Park FC, xfer ships you want to local station, get allied with all factions, xfer ships back to FC, move to next system, rinse and repeat.

The best part about ED is that it's up to you what activity you want to engage in, and then define how best to go about what it is you're trying to do.
 
Just out of curiosity I tried the flying over 25km away from your mothership trick. The first subsurface asteroid I found, I mined out all the subsurface resources. Turned my Cutter's thrusters off, travelled 28km from my mothership. Turned off SLF thrusters, switched back to Cutter and the subsurface resources did not respawn.
 
Forget the money, there isn't even an economy worth speaking of, so why bother?

From a PVP point of view, money is just a way to buy ships and cover for rebuys. Missions or bounty hunting provides money enough for that, so meh. Whats important there isn't even for sale, materials. So if I need to get precious raw materials, I need to surface prospect, since its the only way to get it. How is that bad in comparison to doing mining if you need to get money? Or is surface prospecting suddenly OP as well?

I really don't understand why payouts need to be balanced by risk/reward, fun/reward, work/reward, w/e/reward. Money doesn't make this world go round.
 
Why do life when a footballer earns more in one week than a nurse does in one year? It doesn't make the rest of the game useless, it makes that one particular activity more financially lucrative, for now. If you're seething with resentment carrying cargo from one port to another or killing NPC's because of the credit ratio compared to mining, that is your reaction to it. Some do seethe, others do not care.

I'm currently 10,000ly from Colonia, the other way, not closer to Sol. I'm not in a fleet carrier, I'm in a Dolphin. I'm floating around. I'm earning peanuts compared to those mining right now. Imagine me sat all the way out here, vulnerable to a catastrophe that could see me losing all my exploration data and time invested, seething because some person within the relative safety of the bubble was printing credits. I' would have built my own prison. Sod that. Play your game. Letting someone else's game ruin yours is a choice. I chose to not let it happen.
 
The problem is that too many player argue from a selfish point of view. Something I certainly can't be blamed of, as my main activities are currently wrapped around mining. And yet I'm all for a drastic nerf of all these monstrosities.

I'm still none the wiser as to what that had to do with me and how it relates to the sandbox thing.
 
trade elite in 1 day after start that just says all, most new people missed the best part of going to small ships, and haveing realy to think about how to upgrade their ships. To mutch money, they just can afford everything in 1 day. Killing the gameplay, and then there will all be crying if they blow up in their unengenered annaconda
 
I'm still none the wiser as to what that had to do with me and how it relates to the sandbox thing.
it does not relate to sandbox at all, as I said multiple times, though in different words. Sandbox part does have a lot of different issues, though not related to unbalanced rewards.

But all the other parts of the game are related - earning ships/modules, sometimes ranks, etc.
Trade elite in 1 day, best game ship in couple of hours, best fitting in couple of more hours, etc.
Why don't cancel the credits at all and implement a space communism? Just take any ship & modules on the start of the game, whatever
 
I think you have this backwards. The other activities are underpowered compared to LTD mining. BUFF the other activities.

How may 100K bounty pirates would I have to kill to get a fleet carrier? 50,000.

That's not particularly well thought out.
 
Hey FDevs,

The LTD mining is way too overpowered and it renders all other activities to be mostly useless from the in-game perspective.

Right now there are two different issues with mining:

1. Respawn bugs on re-login and even when flying away (~25km) on a launched fighter (while the ship is near the asteroid!).
That one I guess should not be explained and definitely need to be fixed.

2.1. Overall resources hotspot mechanic. It can be slightly changed to avoid imbalanced things such as Borann triple-spot and the new COL system triple spot.
The only thing need to add is to deplet the hotspot in general if there are a lot of resources extracted (by all the players). After it's depleted, a new spot can be spawned in some time, on another random place.

I guess the hotspots places are bound to the random seed and so they have fixed positions, but I believe it should be near to trivial to use time/date-based random for the hotspot spawning positions, separate for each hotspot.

2.2 Another spawn related issue is that for each instance the asteroids have own resource pool. It can be improved that the asteroids are exactly the same for all the players, and if one asteroid is depleted by a player, it should be marked as such for all the players, so can't be mined by relogging or using different accounts. That will also fix the "mapped mining" thing.

2.3 Another way is to make all the asteroid moving in space, in addition to rotation. Can be difficult to make since it will create a lot of chaos and probably will require a lot of performance if done naively, but I believe it can be implemented via semi-random trajectories based on time, so each client can calculate the asteroid's position at any moment.

3. Implement supply/demand mechanic - stop stations to buy the resources over their demand, or reduce prices dynamically based on how much items are sold or purchased by players. E.g. if players sell A LOT of LTDs, then stations should stop to buy them or reduce the price significantly, not just for a single station, rather for a whole region, at least.

4. COMPLETELY different approach: to make other activities to be more useful, such as missions, bounties, etc. Though it will require to huge rebalance for all the prices…

Hope for any feedback from FDevs on the mining issues…

i agree but, if they take it outr the game now i think they must wipe the game or give fc to everyone, becouse will be verry hard to buy fc without the ltd mining
 
i agree but, if they take it outr the game now i think they must wipe the game or give fc to everyone, becouse will be verry hard to buy fc without the ltd mining
nope not a correct decision, it will be mass hysteria. Better just to balance all the activities, maybe FC prices, etc.
Also, FC should be available only for some players, it's not right even with current amount of FC. It should be a true end-game goal for groups of players, while right now every single pilot can buy it after couple of days mining.
 
maybe if they make a way that, when a system has a lot of people, it is impossible to enter it in solo mode or private session, so in systems with diamond mining you would have to go in open mode and people would be killing themselves, stealing the diamond from each other, so it would be really fun to have q get an escort to mine.
this works in gta 5, to do the motoclub or executive activities there, you have to be in vulnerable mode.
 
Not LTD itself, but specifically laser mining.
It's sad to see how one of least technical gameplay provides very high income. While far more technical gameplays pays poor amount.
 
In particular to LTDs and other most valuable mining materials. Most simple fix would be so those can be acquired ONLY with deep core and subsurface mining (while also boosting subsurface mining, as it pretty much ignored even by those who prefer to do deep core mining).
Perhaps it worth leaving even painite as acquirable resource via laser mining. And neither need to worry about any tripple-painite spots. As mining of those just wont be too profitable.

Of course that wouldn't fix any non-mining gameplay features. But at least that would put mining into right place.
 
Hey FDevs,

The LTD mining is way too overpowered and it renders all other activities to be mostly useless from the in-game perspective.

Right now there are two different issues with mining:

1. Respawn bugs on re-login and even when flying away (~25km) on a launched fighter (while the ship is near the asteroid!).
That one I guess should not be explained and definitely need to be fixed.

2.1. Overall resources hotspot mechanic. It can be slightly changed to avoid imbalanced things such as Borann triple-spot and the new COL system triple spot.
The only thing need to add is to deplet the hotspot in general if there are a lot of resources extracted (by all the players). After it's depleted, a new spot can be spawned in some time, on another random place.

I guess the hotspots places are bound to the random seed and so they have fixed positions, but I believe it should be near to trivial to use time/date-based random for the hotspot spawning positions, separate for each hotspot.

2.2 Another spawn related issue is that for each instance the asteroids have own resource pool. It can be improved that the asteroids are exactly the same for all the players, and if one asteroid is depleted by a player, it should be marked as such for all the players, so can't be mined by relogging or using different accounts. That will also fix the "mapped mining" thing.

2.3 Another way is to make all the asteroid moving in space, in addition to rotation. Can be difficult to make since it will create a lot of chaos and probably will require a lot of performance if done naively, but I believe it can be implemented via semi-random trajectories based on time, so each client can calculate the asteroid's position at any moment.

3. Implement supply/demand mechanic - stop stations to buy the resources over their demand, or reduce prices dynamically based on how much items are sold or purchased by players. E.g. if players sell A LOT of LTDs, then stations should stop to buy them or reduce the price significantly, not just for a single station, rather for a whole region, at least.

4. COMPLETELY different approach: to make other activities to be more useful, such as missions, bounties, etc. Though it will require to huge rebalance for all the prices…

Hope for any feedback from FDevs on the mining issues…

I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of skills, skills I have acquired over a very long career, skills that make me a nightmare for people like you. If you leave my mining alone, that'll be the end of it. I will not look for you. I will not pursue you. But if you don't, I will look for you, I will find you, i will interdict you, and I will kill you!
 
I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of skills, skills I have acquired over a very long career, skills that make me a nightmare for people like you. If you leave my mining alone, that'll be the end of it. I will not look for you. I will not pursue you. But if you don't, I will look for you, I will find you, i will interdict you, and I will kill you!
a agree !!!!!! please lets show this to some dev
 
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